// Renderer.cpp : Defines the entry point for the application.
//

#include "stdafx.h"
#include "..//Renderer/Renderer/Renderer.h"
#include "ErrorDefinitions.h"


#include "Globals\Game.h"

// Includes that will probably be removed
#include "GameObject.h"
#include "Timer.h"
/////////////////////////////////////////

// Variables that will be removed

////////////////////////////////////



#define MAX_LOADSTRING 100
#define WINDOW_WIDTH	1000
#define WINDOW_HEIGHT	800

// Global Variables:
HINSTANCE hInst;								// current instance
TCHAR szTitle[MAX_LOADSTRING];					// The title bar text
TCHAR szWindowClass[MAX_LOADSTRING];			// the main window class name

// Forward declarations of functions included in this code module:
ATOM				MyRegisterClass(HINSTANCE hInstance);
BOOL				InitInstance(HINSTANCE, int);
LRESULT CALLBACK	WndProc(HWND, UINT, WPARAM, LPARAM);
INT_PTR CALLBACK	About(HWND, UINT, WPARAM, LPARAM);

int APIENTRY _tWinMain(_In_ HINSTANCE hInstance,
                     _In_opt_ HINSTANCE hPrevInstance,
                     _In_ LPTSTR    lpCmdLine,
                     _In_ int       nCmdShow)
{
	UNREFERENCED_PARAMETER(hPrevInstance);
	UNREFERENCED_PARAMETER(lpCmdLine);

 	// Place code here.
	MSG msg;
	HACCEL hAccelTable;

	// Initialize global strings
	LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING);
	LoadString(hInstance, IDC_RENDERER, szWindowClass, MAX_LOADSTRING);
	MyRegisterClass(hInstance);

	// Perform application initialization:
	if (!InitInstance (hInstance, nCmdShow))
	{
		return FALSE;
	}

	hAccelTable = LoadAccelerators(hInstance, MAKEINTRESOURCE(IDC_RENDERER));

	// Main message loop:
	ZeroMemory(&msg, sizeof(msg));
	CGame* pGameLogic = CGame::GetInstance();

	while( true )
	{
		if (msg.message != WM_QUIT)
		{
			if( pGameLogic->LogicLoop() )
			{
				if(PeekMessage(&msg, nullptr, 0, 0, PM_REMOVE))
				{
					TranslateMessage(&msg);
					DispatchMessage(&msg);
				}
			}
		}
		else
			break;
	}

	// Shutdown the game
	pGameLogic->Shutdown();

	return (int) msg.wParam;
}



//
//  FUNCTION: MyRegisterClass()
//
//  PURPOSE: Registers the window class.
//
ATOM MyRegisterClass(HINSTANCE hInstance)
{
	WNDCLASSEX wcex;

	wcex.cbSize = sizeof(WNDCLASSEX);

	wcex.style			= CS_HREDRAW | CS_VREDRAW;
	wcex.lpfnWndProc	= WndProc;
	wcex.cbClsExtra		= 0;
	wcex.cbWndExtra		= 0;
	wcex.hInstance		= hInstance;
	wcex.hIcon			= LoadIcon(hInstance, MAKEINTRESOURCE(IDI_RENDERER));
	wcex.hCursor		= LoadCursor(NULL, IDC_ARROW);
	wcex.hbrBackground	= CreateSolidBrush(RGB(150, 150, 150));
	wcex.lpszMenuName	= MAKEINTRESOURCE(IDC_RENDERER);
	wcex.lpszClassName	= szWindowClass;
	wcex.hIconSm		= LoadIcon(wcex.hInstance, MAKEINTRESOURCE(IDI_SMALL));

	return RegisterClassEx(&wcex);
}

//
//   FUNCTION: InitInstance(HINSTANCE, int)
//
//   PURPOSE: Saves instance handle and creates main window
//
//   COMMENTS:
//
//        In this function, we save the instance handle in a global variable and
//        create and display the main program window.
//
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
	HWND hWnd;

	hInst = hInstance; // Store instance handle in our global variable

	hWnd = CreateWindow(szWindowClass, szTitle, WS_OVERLAPPEDWINDOW,
		CW_USEDEFAULT, 0, WINDOW_WIDTH, WINDOW_HEIGHT, NULL, NULL, hInstance, NULL);

	if (!hWnd)
	{
		return FALSE;
	}

	CGame* pGameLogic = CGame::GetInstance();

	//	NEEDS TO HAVE A TRUE BOOLEAN FOR
	//	WINDOWED OR NOT
	pGameLogic->Initialize(hWnd,hInstance, WINDOW_WIDTH, WINDOW_HEIGHT, true );



	ShowWindow(hWnd, nCmdShow);
	UpdateWindow(hWnd);


	return TRUE;
}

//
//  FUNCTION: WndProc(HWND, UINT, WPARAM, LPARAM)
//
//  PURPOSE:  Processes messages for the main window.
//
//  WM_COMMAND	- process the application menu
//  WM_PAINT	- Paint the main window
//  WM_DESTROY	- post a quit message and return
//
//
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
	int wmId, wmEvent;
	PAINTSTRUCT ps;
	HDC hdc;

	if(GetAsyncKeyState(VK_ESCAPE))
		message = WM_DESTROY;

	switch (message)
	{
	case WM_COMMAND:
		wmId    = LOWORD(wParam);
		wmEvent = HIWORD(wParam);
		// Parse the menu selections:
		switch (wmId)
		{
		case IDM_ABOUT:
			DialogBox(hInst, MAKEINTRESOURCE(IDD_ABOUTBOX), hWnd, About);
			break;
		case IDM_EXIT:
			DestroyWindow(hWnd);
			break;
		default:
			return DefWindowProc(hWnd, message, wParam, lParam);
		}
		break;
	case WM_PAINT:
		hdc = BeginPaint(hWnd, &ps);
		// TODO: Add any drawing code here...
		EndPaint(hWnd, &ps);
		break;
	case WM_DESTROY:
		PostQuitMessage(0);
		break;
	default:
		return DefWindowProc(hWnd, message, wParam, lParam);
	}
	return 0;
}

// Message handler for about box.
INT_PTR CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
{
	UNREFERENCED_PARAMETER(lParam);
	switch (message)
	{
	case WM_INITDIALOG:
		return (INT_PTR)TRUE;

	case WM_COMMAND:
		if (LOWORD(wParam) == IDOK || LOWORD(wParam) == IDCANCEL)
		{
			EndDialog(hDlg, LOWORD(wParam));
			return (INT_PTR)TRUE;
		}
		break;
	}
	return (INT_PTR)FALSE;
}

//void DetermineRenderErrorCode(unsigned int _code)
//{
	//// Getting handle of the renderer
	//HWND _hWnd = Renderer::GetInstance()->GetHandle();

	//// Pop up a message box informing the user of a problem
	//switch(_code)
	//{
	//	// Initialize Errors
	//case D3DOBJECT_FAIL_INITIALIZE:
	//	MessageBox(_hWnd, L"D3DObject failed to initialize in renderer.", L"ERROR", MB_OK);
	//	break;

	//case SPRITEMAN_FAIL_INITIALIZE:
	//	MessageBox(_hWnd, L"Sprite manager failed to initialize in renderer.", L"ERROR", MB_OK);
	//	break;

	//case FONT_FAIL_INITIALIZE:
	//	MessageBox(_hWnd, L"Font failed to initialize in renderer.", L"ERROR", MB_OK);
	//	break;

	//case POSBUFFER_FAIL_INITIALIZE:
	//	MessageBox(_hWnd, L"Position buffer failed to initialize in renderer.", L"ERROR", MB_OK);
	//	break;

	//case INDEXBUFFER_FAIL_INITIALIZE:
	//	MessageBox(_hWnd, L"Index buffer failed to initialize in renderer.", L"ERROR", MB_OK);
	//	break;

	//case VERTEXDECL_FAIL_INITIALIZE:
	//	MessageBox(_hWnd, L"Vertex declaration failed to initialize in renderer.", L"ERROR", MB_OK);
	//	break;

	//case D3DDEVICE_FAIL_INITIALIZE:
	//	MessageBox(_hWnd, L"D3DDevice failed to initialize in renderer.", L"ERROR", MB_OK);
	//	break;

	//case SHADER_FAIL_INITIALIZE:
	//	MessageBox(_hWnd, L"Shader failed to initialize in renderer.", L"ERROR", MB_OK);
	//	break;

	//default:
	//	MessageBox(_hWnd, L"Unknown error code from Renderer.", L"ERROR", MB_OK);
	//	break;
	//};
//}